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Stats on some Devastator items

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blackout
Posts: 144

Stats on some Devastator items

Post#1 » Sun Nov 29, 2015 10:15 pm

So, the influence reward items got some changes, but what about Devastator set, will there be some fixes done on those?
For example, the Devastator feet for Zealot.

Image

Weapon Skill? Really? :) Could be worth changing on something more appropriate, like Healing Power.
BlackOut - 32/40 ZealOt

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Genisaurus
Former Staff
Posts: 1054

Re: Stats on some Devastator items

Post#2 » Sun Nov 29, 2015 11:02 pm

Absolutely not.

Influence gear will be changed where the stats in the DB are incorrect, not when they are non-optimal. The stats on the zealot boots are correct, and will not be changed any time soon.

You already get +31 willpower with the toggle on anyway.

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Bacta
Former Staff
Posts: 422

Re: Stats on some Devastator items

Post#3 » Sun Nov 29, 2015 11:09 pm

I agree nothing needs to change, these are the sets from live, bonuses included. Should be happy if your main stat is on there.
Bacta AM|Disneys Kotbs| Wiki WP <Foreplay>
Cerebus DoK | Jasselin Chosen <Pillowtalk>

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blackout
Posts: 144

Re: Stats on some Devastator items

Post#4 » Sun Nov 29, 2015 11:34 pm

Image

Ok...
BlackOut - 32/40 ZealOt

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Nishka
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Posts: 1057

Re: Stats on some Devastator items

Post#5 » Sun Nov 29, 2015 11:54 pm

I assume it means weird stats like willpower on some kotbs items or ws on magus isn't a bug? But what was the mythic's reason behind putting those stats then?
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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Genisaurus
Former Staff
Posts: 1054

Re: Stats on some Devastator items

Post#6 » Mon Nov 30, 2015 1:11 am

Nishka wrote:I assume it means weird stats like willpower on some kotbs items or ws on magus isn't a bug? But what was the mythic's reason behind putting those stats then?
These stats still have some (incredibly minor) defensive value. Willpower for example, determines baseline disrupt%. It is very likely that early on, the discussions about what each stat would do, and the discussions about what each class would perform well with/against, were not made in the same room, with the same people.

Developer A thinks, "Swordmasters are trained by the Tower of Hoeth, and blend their immense skill with a smattering of high magic. They should do spirit damage."

Developer B thinks, "Swordmasters are experts with their weapons, and should therefore have weapon skill on their gear."

Developers A and B never speak to each other, or do not realize that spirit damage is not aided by weapon skill. Or maybe early descriptions of Weapon Skill state something like, "WS is used to help melee attacks penetrate defenses", and developers A and B assume that means that WS will help a Swordmaster's attacks penetrate resists. Or something else completely. If anyone complains, they could/did say, "Well, they need the parry%."

But I digress - the truth of the matter is that there's still some minor if insignificant defensive value to be had. Moreover, some of the combat equations can actually give negative or extremely unpredictable results if the stats are too low. Apparently weird itemization, especially at low levels, can help fix this.

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